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May 22, 2007

New Powerset Poll!

 Not only are new powersets a-coming, but they're polling as to what folks want.  They're focusing on Tanker Primaries and Scrapper Secondaries.  These won't be for I10, but for something beyond.

For the melee primaries (asterisks indicate tricky ones that might cause delays):

Which melee power set would you most like to see implemented in game? (May consider 2 choices to get the top two favorites over all.)

O Street Fighting
O Electric Hammer
O Energy Blade
O Psionic Weaponry
O Dual Blades
O Ball and Chain *
O Shield Fighting *

I'd have to go with Street Fighting.  Any of the others are okay, but either of limited comic archetypical nature (Ball & Chain?) or variants on existing stuff (Energy Blade).  I'd have to go with Psionic Weaponry.

For the defensive secondaries (Tankers and Scrappers):

Which melee defense power set would you most like to see implemented in game? (May consider 2 choices to get the top two favorites over all.)

O Density Control
O Force Field
O Willpower
O Vibration
O Growth *
O Shield Defense *

Wow, a toughie.  A lot would depend on how it was implemented -- how is "Density Control" going to look and behave differently from "Invulnerability"?  Is "Force Field" bubbles, or Energy Aura?  How will Willpower differ from Regen?

I'd love to see Growth, though that sounds like a real game-breaker, technically.  Prolly, just for the visuals I'd expect, Force Field, too.

Note that the poll results are not going to be released -- the devs won't commit to anythying, they just want opinions.


Posted by Dave at 11:11 PM | Comments (26) | TrackBack | Edit
Filed under: Resources & Rules

May 17, 2007

Alt-itis flare-up

Been doing a lot with sub-10 characters of late, playing with power sets I've never used (or not used for a long time).

Managed to create what looked like a completely naked girl (except for her cowboy hat) by going with white outfits and white skin.  Yeah, that shouldn't work (and, of course, it was missing little anatomical details, like toes, that would have made her look "real").  I decided not to do anything with her, since I really didn't feel like (a) attracting the attention that I would have, and (b) getting a petition slammed on my head.

I did end up pulling out a Lvl 2 character I created probably my first week in CoH and never went back to -- a stone golem (Stone/Stone Tank) with an Egyptian head-dress named Mr. Thebes ("They call me MISTER Thebes!").  Margie and I had fun PUGging around, but I don't see doing much with him in the future -- Stone Armor, like Dark Armor, seems to be a huge management bother ("Hmmm, Left-Handed Mutants with Red Electrical Attacks -- I'd better pull out my Slate/Amethyst Armor, Jeeves").  Visually, though, a lot of fun.


Posted by Dave at 9:26 AM | Comments (6) | TrackBack | Edit
Filed under: Character Design

May 16, 2007

You say po-tay-to ...

It's pronounced ... Tay-los?  Yikes.

Evidently in the new I9 Inventions Tutorial video, the narrator pronounces Talos (as in the hero and, more importantly, the island named after him) as "Tay-los" -- as opposed to "Tah-los" (like in "talon") or even, for the Hungarians among you, "Tah-losh."

After folks giggled over that on the boards ... quoth Positron:

The video pronounces it right. I had to have Statesman (Jack) confirm it himself specifically for this vid.

And it don't get much more definitive than Posi quoting States.

"Tay-los" -- like "Pay-most."  Weird.

On the other hand, I did like this comment from SuperSean:

Well I don't know who did the voice, but it was close enough to sounding like it shoulda started with "Hi...I'm Troy McClure! You might remember me from other City of Heroes training videos such as 'Go. Hunt. KillSkulz!' and 'How did I get in this blue cavern when I went in an office building?'"


Posted by Dave at 3:12 PM | Comments (5) | TrackBack | Edit
Filed under: Resources & Rules

May 14, 2007

The problem with customized power effects ...

Quoth Back-Alley Brawler:

No, the colors for a lot of particles are 'baked in' to the particle's texture. The FX scripts themselves are completely separate from animations. In fact there's a lot of animations that are shared between different powers with entirely different FX.

Power customization has some pretty big hurdles to overcome.

1) Powers currently point to one animation and one set of FX scripts. There's no way in the our engine at this time to have them reference a different animation or different FX without just changing it in the power definition (which changes it for everyone). This isn't a small or insignificant change and without it we literally can't even begin to do costumized FX or animation.

2) Colors in FX are often baked into the particle textures. Most of the time they're not, they use a greyscale texture and tint the color with an RGB value, but there's enough that do use a colored texture that it would require quite a bit of work to overhaul and set everything up for customization. We did test a more global system that could just shift the hue of the entire FX script around the color wheel, but it's not a complete solution to the problem. Namely that FX aren't normalized to a common color, there's no way to dynamically change this 'shift' value, and there's still issues with blend modes.

3) Particle FX most often use an additive blend mode. Additive means that the closer a color is to white (in RBG values), the more opaque it becomes. Secondaries like yellow (255, 255, 0) are more opaque than primaries like red (255, 0, 0). Black (0, 0 ,0) ends up being completely transparent. So to take the Energy Melee FX for example and make a black version or even a dark purple (64, 0, 64) or dark blue (0, 0, 64), we'd have to do more than just shift the RGB values around.

4) Even if the system could accept more than one animation or more than one FX script for a power, we don't have an in game system for allowing the player to choose this themselves. We could make one (probably based off of the costume editor in some way) but it's still another chunk of time to devote to this.

Those are the major issues that I can think of right now, there's other minor little issues here and there but it all adds up to a tremendous amount of dedicated work from multiple departments to pull it off.

As opposed to, say, the Invention System.

Which do you think people would appreciate and use more?


Posted by Dave at 4:20 PM | Comments (6) | TrackBack | Edit
Filed under: Resources & Rules

Weekend Play

A little of this, a little of that.

Most of the play time with Margie (when she wasn't lying on the couch trying to recover from a nasty head cold) was with Torchy and Hildy, who are now at 49.8 and on a roll.  Those big Portal Corp outdoor maps are, if you clear them, worth pretty close to a full pip at Unyielding at 49.

I did do some good bits on Friday night with Lady Zebra, rolling a whole series of Faultline content until we ran into one mish that TPKed us three times in a row.  Mercifully, I had other things I had to run off and do.  Debt is my friend.

The rest of the time I was goofing off with some low-level types -- a bit more with Miss Crackle, created The Unexpected Ally (a huge demonic fire tank who draws the strangest looks ...) and got him up to 7, and a little of this/that with other sundry characters.

I have four or five lowbies that have gotten into the 6-7 range.  That's a tough transition, as you go from the pretty-regular "Sewer Mish 2-7 PST" environment to casting about the Hollows or Kings for pretty much anything.  That's one of the PUG Player problems, of course -- the higher you go, the tougher to find folks to team with.


Posted by Dave at 8:10 AM | Comments (0) | TrackBack | Edit
Filed under: Gameplay

May 13, 2007

Considering the Invention System

So over the past week-plus, I've been playing with the whole Invention thang.  I've hung out at Wentworths, I've juggled salvage and recipes and so forth.  I've done it at with my 49 and with my 15 and in-between.

Some conclusions:

  1. If it's not the sort of thing you care for, then, Costume Bits aside, you can pretty much ignore it.  Skip all the crafting and just sell the recipes and salvage to your contacts.  Think of it as quick money.  Are you getting the faboo prices you might otherwise?  No (though simple recipes tend to sell for higher prices at contacts than on the market), but you can at least get some "free money" and use it to buy DOs and SOs early.
  2. If you're interested in gaming the system a bit more, you can also just play in Wentworths selling stuff.  Only non-Invention recipes seem to be worthwhile, and rare salvage.  Everything else is easier (and often more profitable) to sell at contacts.  That said, you can easily score some Very Big Bucks very quickly, albeit with a bit of thumbing through the auction history.  (It's best in this sitch to end and begin your sessions in Wentworths so you can put the swag up for bid and then see if any sold when you come back on).
  3. Part of the savings, though, are an offset for the changes of your not getting any DOs or TOs "after your time."  That's actually a nice convenience, but it does (for those who compulsively try to sell everything they get their mitts on) mean a few less bucks in the influence bin.
  4. Note that Inventions (outside of Sets) are basically TOs and DOs and SOs that never age.  That means that, effectively, they're good for about 10-15 levels, which is nothing to sneeze at.  You will, eventually, want to trade up to the next "drop" style enhancement.
  5. If you decide go whole hog and buy sets and all that kinda stuff -- well, you can.  If you play the market, you can actually earn enough shekels over time to get the stuff you want -- even, I suppose, costume stuff, eventually.  Having now played with it, I find all the dueling IO stuff ("do I go with this Set or that Set on this power") to be a Character Customization Too Far, but different strokes an all that.
  6. Note that, at some point, ED does kick in.  Getting a Lvl 50 Damage IO when you already have three Lvl 50 Damage SOs on a power really doesn't buy you much.
  7. Note that the Sets you get are visible in your Personal Info window.  In case you're afraid that the name is not properly evocative of your character's origin or MO.
  8. An oddity of the new system is that the Devs are providing more (gasp!) numbers.  As in precise percentages.  We'd had that previously on the boards, but we can now see exactly what different TOs, DOs, SOs, and IOs are doing as percentage boosts.
  9. While I've bitched long and hard over the whole IO process and how it plays out in RP terms, it's not that much different (aside from the labor involved) than the silliness that is the Enhancement system itself.  I mean -- when's the last time your favorite science-based hero (let's say, Spider-Man) went and got himself a Boron Injection so he could hit harder?

Possible improvements (aside from stuff I've already bitched about):

  1. Tracking salvage is, at this point, way too freaking difficult.  Either personal salvage display needs to also indicate what one has in the Vault and/or in Consignment, or something needs to be able to call that up.  Trying to remember (without running around all over the place) whether I have a Rosicrucian Thingummie is a serious pain.  Better yet, screw the whole encumbrance routine and just give folks an unlimited salvage and recipe capability (and enhancements, too, whilst at it) -- I mean, what real-life thing is all that supposed to realistically represent?
  2. The artificial separation of Vault, Consignment Houses, and Universities (and the dearth of them being all in one place except, in CoH, in Steel Canyon) is another serious pain.  Really.  Even in Steel I end up doing excessive flitting about.  I want workbenches in Wentworths, vault access at the school, etc.
  3. I want an overall integrated screen system, not unlike (though with more detail) the Manage window for powers.  I want to see recipes, salvage, and all that spiffy inventory windows that aren't part of the craptacular window UI of CoX, where the scroll buttons are difficult to grab and paging up/down is a PitA.

I still think this was all an unnecessary complication and a huge, massive time sink for the dev team that could have gone into developing more zones, more ATs, more power sets, rather than catering to a minority population within the game (cf. PvP).    Since it's there, there's no point in not making some use of it, at least to earn money, but I remain irked by what might have been rather than this.

 


Posted by Dave at 4:07 PM | Comments (10) | TrackBack | Edit
Filed under: Resources & Rules

The Most Annoying Interface Glitch in CoX ...

... is, without a doubt, the fact that the servers are never shown in the same order twice. 

The most recently picked server shows up at the top of the server list, but everything else is, as far as I can tell, randomly shuffled.  If you are an alt-maniac (or even of you're not, if you have folks on more than one server), it's a real PitA.

So my QoL suggestion would be:

  1. Keep the servers in a consistent order.
  2. Have highlighted the server most recently used.
  3. Allow some sort of mouse-over on a server to show a quick list of the toons currently kept there.

Trivial to do, I'd think.  And it would make things a lot nicer.

Then we can work on having to re-login after exiting with a hero ...


Posted by Dave at 3:55 PM | Comments (0) | TrackBack | Edit
Filed under: Resources & Rules

May 10, 2007

Whatever happened to Psi-clone?

I think he took on an assumed name ("Professor Boram") and went to work at the University, lecturing newbies on the salvage.  Or maybe checking out possible prospects for some new group he's forming ...

Posted by Dave at 1:32 PM | Comments (2) | TrackBack | Edit
Filed under: Consortium of Justice

A SciFi Original Character ...

Well, not really.  I mean, sure, he's a wizard, and he throws fireballs, and has a big, magical, knock-you-back-through-the-air punch attack,  And he dresses in a long black leather coat and hat, and black jeans and a t-shirt.  But his name's Hal, not HarryThe Wizard Hal, who I ran up to 7 in the Sewers last night (and had a jolly time of it, too).

Hmmm ... should've snapped a picture of him.


Posted by Dave at 1:22 PM | Comments (0) | TrackBack | Edit
Filed under: Character Design

May 9, 2007

Patch Notes du Jour

As of this morning.  Notihng spectacular.

Powers

Invention

Rewards


Badges


City Zones


Game


Consignment Markets


CITY of VILLAINS

City Zones


Posted by Dave at 12:08 PM | Comments (0) | TrackBack | Edit
Filed under: Resources & Rules

All your desired costume parts are belong to us

Costume items, to date, have been to date of six sorts:

  1. Stuff that's there in the costume builder from the get-go.
  2. Stuff that requires a specific, mission (e.g., the cape mission) to unlock.  (Arguably, this applies to recostumiing missions for Icon et al.) 
  3. As #2, but event-related (Winter and Valentires costume pieces).
  4. Feature items with box sets (e.g., helmets via buying the CoV box set).
  5. Vet Rewards.

One of CoX's greatest strengths has been its character creator and costuming.  It's constantly under expansion, and many folks are drawn to the game just for it.  Requests for a stand-alone costumer are regularly received by the devs, and a lot of people roll up alts just to try out a new visual concept.

Note that most of the above items are available to anyone in the game, at least after a certain period of play. Options 3-4 aren't, but the number of pieces involved, and their "hotness," is pretty liimited.  Having the toga is nice if you want a togaed character, but I haven't heard too much wailing over that.

I9 introduces a new class of costume item:

6.  Costume inventions.

Now, we'll leave alone the idea of "inventions" for developing costume pieces.  ("You mean I can get all this spiffy power armor stuff just for free, but if I want fairy wings vs bat wings I need to 'invent' something?")  The changed dynamic here is that in order to get the stuff, you need ...

a.  To find an invention recipe.
b.  To buy an invention recipe.
c.  To find or buy the underlying ingredients for the recipe.

Simply playing the game isn't enough.  Especially when these costume pieces -- and I'm talking wing types here -- are considered premium bits, by design.  Quoth Positron:

I looked at the dataminer today at the costume drop rate and it IS lower than we anticipated.

We are looking into making some changes, but do not expect anything radical or quick.

We DO want costume recipes to be "commodities" that players actively seek and pay top inf. for, but we do not want them to be so rare that players can't get them, ever, in the course of their play.

If you don't have "top influence" or aren't a high enough level to get it, you are SOL.  If you don't want to be a day-trader at Wentworths ("Where CoX meets eBay with 1985-style computer interfaces!"), you are SOL.  If you want to play a fairy character or a draconic character or a winged robot or whatever, and you're not a "playah," you're SOL.

That just strikes me as a horrible strategic decision on the devs' part.  If costuming is such a big part of the game, then leveraging that to taunt folks into the invention system is manipulative at best, and for those who don't want to dive into its clutches, a shut-out at worst.  It's like going to Disneyland, getting your entrance pass, but being told that some rides can only be ridden if you pay a lot extra, or find a random FastPass ticket for them.  It stops being about fun and starts being about commerce.

Bad idea.


Posted by Dave at 7:40 AM | Comments (22) | TrackBack | Edit
Filed under: Character Design , Resources & Rules

May 8, 2007

CoX Trivia

Trivia questions from the 3rd Anniversary Trivia Contest:

  1. Ms. Liberty is what relation to Statesman?
  2. What is the name of the FIRST Anniversary badge for City of Heroes?
  3. What is the name for the ORIGINAL contact at the end of the Heroes tutorial, which has since been replaced with Coyotee?
  4. What Issue introduced Badges?
  5. What is Lord Recluse's real name?
  6. What badge is available for defeating the ghost of Scrapyard?
  7. What temporary power does Mr. Bocor give you?
  8. Who is the leader of the Sky Raiders?
  9. What is the true source of all the power in the Rogue Isles?

Answers below the fold.

1) Granddaughter
2) Celebrant
3) Detective Wright
4) Issue 2
5) Stephan Richter
6) Hammer Down
7) Loa Bone
8) Colonel Duray
9) The imprisoned demon Bat'Zul

I got a couple of these right, and had a sense of the answers of a few others.


Posted by Dave at 6:11 AM | Comments (0) | TrackBack | Edit
Filed under: Resources & Rules

May 7, 2007

Hmmm ... a tricky one this BADGUY_NAME is ...

When we got on as Torchy and Hildy on Sunday, Margie saw she had a police mission -- "Stop BADGUY_NAME and his men!"

We entered, chortling about the Dreaded BADGUY_NAME. 

First corridor.  Nothing.

First floor.  Nothing.

Entire map.  Nothing.  Deserted.  Either everyone was hiding behind those unopenable doors, or BADGUY_NAME had given us the slip.  Though we did get the Mission Over and credit once I set foot in the final room.

(Yes, we bugged it.)


Posted by Dave at 2:43 PM | Comments (3) | TrackBack | Edit
Filed under: Gameplay

Weekend play

Despite my steady whining about Invention stuff, we did play a fair amount over the weekend, both solo and teamed. 

On the solo side, Fr. Frank (Emp/Sonic Def) got up to 14-15 (travel power! huzzah!) and got invited onto an SG.  Some stray low-level toons -- Miss Crackle (Elec/Energy Blaster) and Old Saucy Jack (BS/Regen Scrapper) -- sewered their way up to 6.  Woe Nellie is getting there, and now that I've gotten him through Outbreak, The Wizard Hal (Fire/Energy Blaster) needs some play time.

As a team, Margie and I got Hildy and Torchy both up to 49 -- most of the time being Teh Uber against everything we encountered, until the PI Police Mission sent us headlong into a passel of Dark Ring Mistresses who fed us our lunch.  Yikes.  We also ran Idzune and Unchained Path -- I'm not happy with the latter, as I'm sure I'm plenty effective but in a very subtle (slow, debuff, slow some more, hold, slow even further) fashion that doesn't leave me with a feeling of having rock-em-sock-emed the baddies.

We tried another experimental duo, Winter's Darts and Winterbound, two fay from the Winter Court here for [backstory pending].  WD's an Archery/Ice Blaster; Winterbound's an Ice/something Controller.

Y'know, Archery looks good on paper, and the characters look simply faboo, but the play-feel is just way too wimply. "Twonk" "Twonk" "Twonk" ... the damage may be fine, but the sound and visuals are feeble.

Problem is, even though archers are a staple character in comics, they are noteworthy either for clever trick arrows (sorry, that's the secondary) or for trick shooting -- knocking the gun out the guy's hand (or pinning the guy's hand to the wall), etc.  A simple "twonk" and an arrow sticking through a guy is kind of lame.  It would be like creating "box cutter" as a Scrapper set -- sure, you could make all the big numbers roll up you want, but a tiny little "snickt-snickt" is not going to be an award-winning play experience.  That's the problems with Archery (and, actually, with Sonic).

Live and learn.

The Winters were the first lowbies Margie had run through the Sewer -- she's a "blast through all the low-level missions" type of gal.  She's curious as to which approach actually levels faster.  Sewers provide somewhat uninterrupted melee experience -- but there's the delay for the team to form, the comparative of fragility of some teams, and the lack of mission credit.  Missoins give mission credit, but require running all over Atlas/Galaxy and back.

For soloists, I think the Sewers may still be a bit better, but it's also a matter of play style and interest.  If you have a duo, doing Missions whilst taking out groups along the way combines the best of both worlds.

 


Posted by Dave at 1:16 PM | Comments (0) | TrackBack | Edit
Filed under: Character Design , Gameplay

May 5, 2007

Influence Peddlers

As things presently stand in the game, the new Invention system is the most "fun" (and profit) for those folks who are starting off with Gobs of Cash, er, Influence (explain to me how the concept of "Influence" translates into Auction Houses again?). 

One writer to the boards commented:

I'm puzzled how the whole business is being considered a good, functioning thing. How are players at lower level supposed to participate when everything on the market is selling for millions of influence (sometimes HUNDREDS of millions)? If I combined the total influence earned by all my characters since I began playing, I wouldn't have that much.

Yes, I could post stuff and earn millions in a moment, but that seems broken in itself. Should a L1 character have millions of influence? Further, a casual player is going to be severely handicapped even GETTING the drops. In other words, the hardcore and the rich will get rich. The casual and the new will languish in mediocrity.

Castle answered, unhelpfully, that it's easy to play that game -- if you win the lotto.

Heh, going to chime in on this one just for a bit of reference on how quickly you can acquire influence.

I was lucky on one of my play characters to get the burned wings recipe within the first 36 hours of the game going live. I scraped up as much influence as I had which was roughly 65 k and put that item up for sale for the max that I could which was 18mil.

It sold instantly... I be rich, I do be rich indeed. Not really compared to a lot of folks out there willing to pay higher prices for items so they don't have to be bothered getting the drops.

This is a blind auction system so honestly just because you see an item sell for a high price doesn't mean that same item isn't also listed for 200 influence.

With a market like this there are always ways to make a bit of influence if you are clever you will find a way.

Which is all fine and well, if you want to take the time to play the market the market that way.  In a sense it feels a lot like those folks who spend a lot of time online at stock sites -- they claim to be able to make big money with a bit of cleverness and attention, but if you can't or won't invest that time (so to speak), it's not an option open to you.  Similarly, it seems to me that you can make a fair amount of money simply actioning the rare and unusual recipes and salvage you pick up at Wentworths, and simply selling the rest -- which is not what the system is intended to do, but which is a lot more simple and straightforward than figuring out how to get the four ingredients for a recipe to give you a perpetual DO on a particular power, and maybe let you build additional sets that will add other little power bits.

Margie's comment, as I chatted with her about this, is that this is all a part of reducing the Influence excess for the long-time Level 50s who have kept playing their characters and getting filthy rich.  Those are the people you hear on Broadcast chortling about how they just bought a Wings recipe for 16MM Influence.

In theory, if that's so, then once they've spent all their loose change (or passed it onto their lower friends and alts to spend), then prices should go down.  Unlike a "real" economy, the demand is consistent but the supply is inexhaustible.  That should mean things reaching a more reasonable equilibrium in a few weeks ... assuming anyone's still doing anything with IOs by then.


Posted by Dave at 11:41 PM | TrackBack | Edit
Filed under: Gameplay

May 2, 2007

Oh my sweet Lord ...

Inventions and Recipes and Salvage ...

... so not my bag, baby.

So we went through the tutorial with Rita and Runt last night.  And then we hopped over to the convenient Wentworths ...

... and ...

... and ...

... I felt like I needed a freaking college course to find what I wanted.  The very worst aspects of the insane "We're not going to call a Science SO for Accuracy an 'Accuracy SO' but a 'Boron Accelerator Module SO' system have been brought over and magnified a hundredfold the Invention system.  Eleventy-zillion little bits of Invention Salvage (not to be confused with, but convertable to, Base Salvage), which can be put up for bid (maybe, and you can perhaps find the price of what it's going for if you spend fifteen minutes rooting through the Wentworths interface) or, maybe, sold to contacts.  I think. 

And if you want to do something with this, then maybe you've found a recipe for a device of some sort.  Or maybe you bought one at Wentworths, or something like that (if you are fabulously wealthy -- the recipe for Dragon Wings is going for 6-25 million influence).  And perhaps you have the salvage you need.  And maybe, just maybe, you have the influence (influence?) you need.

At which point you can build something that's pretty cool.  But the whole process is sort of like balancing your checkbook, in spades.

Those who like this sort of thing will find this the sort of thing they like.  The rest of us will shun it like the freaking plague.  My prediction is that the Unis and Wentworths will be, within a few weeks, only slightly more populated than the Arenas.

What I want, if we're going to have something like this, is to be able to walk into the Wentworths, dump what I have in front of the man, have him say, "Oh, you can exchange this for this, this, or this," and be done with it.  Anything more than that is ...

... well, hell, tell me how this resembles any comic book you've ever heard of?

Yeesh.

<small>And, yes, I realize that if I really applied myself, and really tried it out, I could learn how to do all of this like a second nature.  But I don't want to, and don't see why I should.  As far as I can tell, the only real advantage to the game is that it slows down people going through content while they dick around with salvage and recipes and inventions.</small>

<small>And, yes, I realize I don't actually have to do it.  And I may very well end up just turning off the freaking "You got Salvage" and "Salvage is Full" messages and completely ignore it for the rest of my stay on CoX.  Yeesh.</small>

 


Posted by Dave at 8:29 PM | Comments (10) | TrackBack | Edit
Filed under: Gameplay

May 1, 2007

I9 fo the wandered-off masses

Quoth Lighthouse:

 As part of the marketing promotion behind the launch of Issue 9, inactive accounts over so old (90 days I think, but don't hold me to that) will be reactivated through this weekend. E-mails and announcements about this will be going out shortly.

So if you still have it on your machine (and want to invest in the download), come on back and play.

Posted by Dave at 7:53 PM | Comments (3) | TrackBack | Edit
Filed under: Resources & Rules

I9 is up!

Patch notes here.

Just wish I weren't fighting off some sort of head cold sorta thing.


Posted by Dave at 3:59 PM | Comments (4) | TrackBack | Edit
Filed under: Resources & Rules